Protected Domain (VirusInk)
Granted Power: At the beginning of each of your turns you gain 1 + 1/2 your class level temp hp.
Domain Spells:
- Sanctuary
- Shielding Other (see below)
- Call Big Brother (see below)
- Restraining Order (see below)
- Protection of the Gods (see below)
- Call Red Fel (see below)
- Spell Turning
- Call Dragon Protector (see below)
- Prismatic Sphere
Spoiler: Shielding OtherShielding Other
Abjuration
Level: Protected 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: No
Spell Resistance: No
The subject of this spell wards you as the spell creates a mystic connection between you and the subject so that some of your wounds are transferred to it. The subject must be conscious and willing to receive the effects of this spell (though they do not have to be informed as to its nature). You gain a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the you take only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the warding creature. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If you suffer a reduction of hit points from a lowered Constitution score, the reduction is not split with the warding creature because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to you.
If you and the subject of the spell move out of range of each other, the spell ends.
Spoiler: Call Big BrotherCall Big Brother
Evocation [Good, Force, Lawful]
Level: Protected 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of force.
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No
You invoke the holy power of your older brother firing it off in the form of a 1" diameter sphere of pure Force which streaks from your palm
toward a target which attempted to harm you in the last round. You must succeed on a ranged touch attack to hit the target. The orb deals 1d6 points of damage per caster level (maximum 10d6) increasing to 1d8 points of damage per caster level (maximum 15d8) if the target is Evil aligned.
Special: You may ignore a Cleric's restrictions on casting aligned spells when casting this spell.
Spoiler: Restraining OrderRestraining Order
Abjuration
Level: Protected 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Up to 10 ft./level
Area: Up to 10-ft.-radius/level emanation centered on you
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell functions as Repulsion except when you cast it you must name a number of creatures equal to your Wisdom modifier. Only these creatures, and Jormengand (who suffers a -4 penalty to their save), are affected by this casting of the spell.
Spoiler: Protection of the GodsProtection of the Gods
Abjuration
Level: Protected 5
Components: V, S, DF
Casting Time: 1 immediate action
Range: You
Target: Personal
Duration: 1 round
You gain immunity to all non-self inflicted harmful effects until the start of your next turn. Attacks automatically miss, you automatically save against all effects as if you had mettle and evasion, you are immune to all damage, even normally irresistible or infallible forms of harm are prevented absolutely until the beginning of your next turn.
Spoiler: Call Red FelCall Red Fel
Enchantment (Compulsion)/Evocation [Evil, Lawful, Mind-Affecting]
Level: Protected 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature which attempted to harm you last turn
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You invoke the power of Red Fel calling it through your body to strike down one creature that attempted you harm with madness. This functions as Insanity except you may only use it on a creature that attempted to harm you within the last round.
Special: You may ignore a Cleric's restrictions on casting aligned spells when casting this spell and it is not an evil act to cast it.
Spoiler: Call Dragon ProtectorCall Dragon Protector
Conjuration (Summoning) [Chaotic, Evil]
Level: Protected 8
Components: V, S, DF
Casting Time: 1 full-round action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One young adult plague dragon.
Duration: 1 minute/caster level.
When you cast this spell a young adult plague dragon appears at the location you designate within range. You do not have control of this dragon, but it will act in whatever way it sees best as to protect you from immediate harm and will do nothing to impede your own actions unless you are acting under a Charm or Compulsion effect or are possessed.
The summoned plague dragon has the following stats:
Spoiler: Dragon StatsYoung Adult Plague Dragon (gender unknown): Large Dragon (Water); HD: 17d12+68; hp 178; Init: +4; Spd: 40-ft, fly 150-ft (poor), swim 40-ft; AC: 25 (-1 size, +16 natural), t 9, FF 25; BAB/Grp: +17/+27; Attack Bite +23 melee (2d6+6 and disease and Festering Wounds); Full Attack Bite +23 melee (2d6+6 and disease and Festering Wounds), 2 claws +20/+20 melee (1d8+3), 2 wings +20/+20 melee (1d6+3), and tail slap +20 melee (1d8+9); S/R: 10-ft/5-ft (10-ft with bite); SA: Breath Weapon, Diseased Saliva, Festering Wounds, Frightful Presence, Spellcasting; SQ: Blindsense 60 ft, damage reduction 5/magic, immunity to acid, disease, sleep, and paralysis, keen senses, SR 22, water breathing; Sv Fort +14, Ref +10, Will +11; Str 23, Dex 10, Con 19, Int 12, Wis 13, Cha 12.
Skills: Bluff +6, Concentration +19, Intimidate +23, Knowledge (arcana) +21, Listen +21, Sense Motive +23, Spellcraft +23, Spot +21. Speaks Draconic and Common.
Feats: Ability Focus (Breath Weapon), Improved Initiative, Large and in ChargeDraco, Multiattack, Protection DevotionCC, Weapon Focus (Bite).
Breath Weapon: A 40-ft cone of disgusting, bacteria-ridden acidic sludge. This cone deals 10d4 acid damage and also deals 2 point of Constitution damage. A DC 24 Reflex save halves both, and a DC 24 Fort save is also required. On a successful Fort save the Con damage is further halved (or reduced to 0 if both saves are successful), but on a failure the creature becomes infected with Black Spit (see below).
Spoiler: Black SpitBlack Spit: The disease’s name come from one of the more interesting symptoms, it colors the patient’s saliva and phlegm an ashy black. As a warning to caretakers the disease seems to spread through bodily fluids. This is a supernatural disease.
Incubation Period: 1d4+1 days; 1d4 hours via a plague dragon’s breath weapon. Fort save DC: 22. Damage: 1d3 Constitution, and 1 Wisdom.
Diseased Saliva (Ex): The plague dragon's bite carries a particularly virulent, and fast acting, strain of Red Ache. The incubation period for this strain, when directly inflicted by the plague dragon, is 1d8+1 hours, otherwise it is 1 day. The Fort save DC, when directly inflicted, is 22, when not directly inflicted the DC is only 16 (1 higher than normal for Red Ache). Finally the damage is increased to 1d8 Strength damage.
Festering Wounds (Ex): Elements in the plague dragon’s diseased saliva also prevents wounds from closing properly. Any creature that takes damage from the plague dragon’s bite attack suffers an additional 1 damage per round until they receive at least 1 point of magical healing or someone performs a DC 20 heal check as a standard action to remove the chemicals.
Frightful Presence (Ex): The dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 180 feet are subject to the effect if they have fewer than 17 HD. A potentially affected creature that succeeds on a Will save (DC 19) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Keen Senses (Ex): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Spellcasting: The plague dragon casts spells as a 1st level sorcerer. It can cast 5 0 level spells and 4 1st level spells each day and knows the following spells. 0 level: Detect Magic, Ghost Sound, Mending, and Prestidigitation. 1st: Mage Armor, and Protection from Evil.
Withstand Magic (Su): Any disease inflicted by the plague dragon is hard to remove even by magic. Any attempt to magically remove the disease, such as by the Remove Disease spell, is prevented unless the caster makes a successful Caster Level check (DC 22). A paladin using their Remove Disease spell-like ability gains a +5 to their Caster Level to remove the disease, and a unicorn gains a +10 to their caster level when using their racial Remove Disease spell-like ability. This affects any disease inflicted by the plague dragon even extraordinary ones, and those inflicted by it in an anti-magic field (this ability is negated in an anti-magic field, though, hence it is supernatural).
Special: You may ignore a Cleric's restrictions on casting aligned spells when casting this spell and it is not an evil act to cast it.
Protected Devotion
The gods favor you with their protection.
Benefit: Once per day as an immediate action, you can activate a protective aura. While it is active, you gain a +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC. This bonus increases by 1 for every five character levels you possess (maximum +6 at 20th level). In addition you gain DR 1/- which also increases by 1 for every five character levels you possess (maximum DR 6/-). This effect lasts for 1 minute.
Special: You can select this feat multiple times, gaining one additional daily use each time you take it.
Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend.